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Current Proposer Behaviours

Below are the different proposer behaviors that are current implemented. To create a new custom behaviour, implement a class that inherits from the base ProposerBehaviour class.

Base Proposer Behaviour

The most basic behaviour an NPC can exhibit.

  1. The NPC enters the office
  2. The ProposerBehaviour script looks for a scripted Conversation named "Greeting" in the ProposerInfo attached to the proposal. If it is the first time the player is meeting the NPC, the script looks for a Conversation named "FirstMeeting" instead.
  3. The NPC initiates the scripted Conversation and presents their documents to the player.
  4. When the player has made a decision and has return all the documents, the ProposerBehaviour script generates some conversation that evaluates the decision of the player.
  5. After the evaluation is done, the script looks for a Conversation named "FareWellAfterAccept" or "FareWellAfterReject" depending on the player's decision, and the NPC starts the conversation.
  6. After the farewell, the NPC character leaves.

Example of a ProposerInfo with Scripted Conversations

Generic Scripted Proposer Behaviour

A basic behaviour for scripted conversations specific to a Proposal.

  1. The NPC enters the office
  2. The script looks for a scripted Conversation named "Intro" in the Proposal.
  3. The NPC initiates the scripted Conversation and presents their documents to the player.
  4. When the player has made a decision and has return all the documents, the script looks for a Conversation named "Accept" or "Reject" depending on the player's decision, and the NPC starts the conversation.
  5. After the conversation, the NPC character leaves.

Example of a Proposal using the Generic Scripted Proposer Behaviour

Forced Double Check Behaviour

A behaviour similar to the Generic Scripted Proposer Behaviour, but forces the player to reconsider their decision if they reject the proposal.

  1. The NPC enters the office
  2. The script looks for a scripted Conversation named "Intro" in the Proposal.
  3. The NPC initiates the scripted Conversation and presents their documents to the player.
  4. When the player has made a decision and has return all the documents, if the player Accepts the proposal, the script looks for a Conversation named "Accept", and the NPC leaves after finishing the conversation.
  5. If the player Accepts the proposal, the script looks for a Conversation named "Reject", and the NPC once again presents the proposal documents to the player.
  6. When the player has made a decision again and has return all the documents, the script looks for the Conversation named "Accept" or "Reject2" depending on the player's decision, and the NPC starts the conversation.
  7. After the conversation, the NPC character leaves.

Example of a Proposal using the Forced Double Check Behaviour

Tutorial Proposer Behaviour

A custom behaviour made for the tutorial. Made to work with a proposal with scripted conversations.

Example of a Proposal using the Tutorial Proposer Behaviour

Game Over Behaviour

A custom behaviour made for the game over scenario. Made to work with an empty proposal with placeholder products.

The GameOver Proposal using the Game Over Behaviour

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